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StarBench: A Turn-Based RPG Benchmark for Agentic Multimodal Decision-Making and Information Seeking

Haoran Zhang, Chenhao Zhu, Sicong Guo, Hanzhe Guo, Haiming Li, Donglin Yu

TL;DR

StarBench tackles the problem of evaluating vision-language agents in a real-world, interactive RPG client by separating pixel-to-action grounding from information-seeking behavior. It introduces two matched regimes, DC and TA, plus an ask-or-act diagnostic across eight tasks to quantify how and when models seek guidance. The results show a large performance gap in direct grounding, and substantial gains when tool-assisted grounding and OCR-enhanced UI signals are available, with further uplift from targeted asking. This benchmark provides a reproducible, end-to-end testbed for advancing agentic multimodal decision-making in realistic, dynamic environments and informs the role of lightweight tooling and information seeking in practical AI systems.

Abstract

Human players do more than press buttons: they ground what they see on screen into precise keyboard-mouse actions and, when stuck, they seek information before trying again. We ask whether current vision-language models (VLMs) can do the same. Despite encouraging results under simplified control or tool scaffolds, human-like play in a real client - mapping raw screenshots to temporally coherent low-level actions while deciding when to ask for guidance - remains an open challenge. We introduce StarBench, a turn-based RPG benchmark derived from Honkai: Star Rail that targets these two human-like competencies: multimodal decision-making from pixels to actions and agentic information seeking. StarBench standardizes evaluation across eight combat tasks and two regimes with shared tasks and metrics: (i) direct control, where agents receive only screenshots and must emit low-level primitives (click and keypress) with no semantic hints; and (ii) tool-assisted control, where higher-level intents can be mapped to primitives by detectors and OCR outputs provide optional textualized observations to ease UI grounding. To mirror human practice, StarBench also includes an ask-or-act diagnostic that measures whether and when agents choose to request brief guidance before proceeding, and how that choice affects subsequent performance. We report reference baselines for contemporary VLMs and a human reference. Results expose sizable gaps in perception-to-control fidelity in the direct regime, while showing that judicious information seeking correlates with improved success, establishing StarBench as a reproducible yardstick for agentic information seeking and multimodal decision-making in real-client play.

StarBench: A Turn-Based RPG Benchmark for Agentic Multimodal Decision-Making and Information Seeking

TL;DR

StarBench tackles the problem of evaluating vision-language agents in a real-world, interactive RPG client by separating pixel-to-action grounding from information-seeking behavior. It introduces two matched regimes, DC and TA, plus an ask-or-act diagnostic across eight tasks to quantify how and when models seek guidance. The results show a large performance gap in direct grounding, and substantial gains when tool-assisted grounding and OCR-enhanced UI signals are available, with further uplift from targeted asking. This benchmark provides a reproducible, end-to-end testbed for advancing agentic multimodal decision-making in realistic, dynamic environments and informs the role of lightweight tooling and information seeking in practical AI systems.

Abstract

Human players do more than press buttons: they ground what they see on screen into precise keyboard-mouse actions and, when stuck, they seek information before trying again. We ask whether current vision-language models (VLMs) can do the same. Despite encouraging results under simplified control or tool scaffolds, human-like play in a real client - mapping raw screenshots to temporally coherent low-level actions while deciding when to ask for guidance - remains an open challenge. We introduce StarBench, a turn-based RPG benchmark derived from Honkai: Star Rail that targets these two human-like competencies: multimodal decision-making from pixels to actions and agentic information seeking. StarBench standardizes evaluation across eight combat tasks and two regimes with shared tasks and metrics: (i) direct control, where agents receive only screenshots and must emit low-level primitives (click and keypress) with no semantic hints; and (ii) tool-assisted control, where higher-level intents can be mapped to primitives by detectors and OCR outputs provide optional textualized observations to ease UI grounding. To mirror human practice, StarBench also includes an ask-or-act diagnostic that measures whether and when agents choose to request brief guidance before proceeding, and how that choice affects subsequent performance. We report reference baselines for contemporary VLMs and a human reference. Results expose sizable gaps in perception-to-control fidelity in the direct regime, while showing that judicious information seeking correlates with improved success, establishing StarBench as a reproducible yardstick for agentic information seeking and multimodal decision-making in real-client play.
Paper Structure (29 sections, 4 figures, 6 tables)

This paper contains 29 sections, 4 figures, 6 tables.

Figures (4)

  • Figure 1: Annotated HSR combat UI. Key affordances include: (1) the action order track governing future turns; (2) Ultimate indicators (glow = ready); (3) team skill points; (4) Basic Attack and (5) Skill buttons with availability reflecting (3); (6) damage and status text; (7) the auto-battle toggle. Top-center, the boss frame shows a white toughness bar above a red HP bar. In the example, the team has 0 skill points, disabling (5) while (4) remains usable; the glow at (2) indicates Seele’s Ultimate can be cast, potentially off-turn.
  • Figure 2: Interaction Protocol: (i) DC (direct control) and (ii) TA (tool-assisted). Inputs are resized to fit each VLM’s native resolution, and outputs are resized back to the original scale for evaluation.
  • Figure 3: Ask--or--Act diagnostic pipeline. At episode start (TA regime), the agent chooses Ask (query LightRAG once for a short hint, persisted across the episode) or Act (proceed without guidance). Both paths run the same battle loop with the same action interface $a_t=(c,m,t)$; they differ only in prompt context. A decision log records concise summaries (actions sequence for previous battle and battle result) to support learning-to-ask.
  • Figure 4: Corpus composition by site. Forums: HoYoLABhoyolab, Redditreddit; Wiki: Fandomfandom, Game8game8, HoYoWikihoyowiki; Official site: Miyoushemiyoushe. Total: 1.14 MB (1138.39 KB).